Murgatroyd is an example
Wizard balanced between Rotes and foci.
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Joseph Blanc is an example
Wizard who only has foci (and is very combat focused).
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Miles
Hendricks is an example Mysterian / Wizard combo with a heavy focus on Rotes
and Innate abilities.
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Hermetic Wizards are practitioners of Hermetic Wizardry, a very flexible, adaptable,
and powerful sort of magic that combines free-form Rotes, reliable and powerful
static effects controlled through Focuses, and subtle but useful Innate abilities
that accrue over time as the Hermetic Wizard's own body and essense is slowly tranformed
by exposure to magic.
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Hermetic Wizards have a powerful and rich tradition of magic, with a broad array
of abilities broken down into three basic categories:
- Rote: Hermetic Wizards cast some spells directly, but
favor time and calculation over speed in such endeavors. A Variable Power Pool is
used to model this (described below).
- Innate: Hermetic Wizards internalize some of their
magic, becoming altered and more capable over time due to their exposure to supernatural
forces.
- Focused: Hermetic Wizards rely heavily on pre-constructed
items to help them focus very specific types of magical energies in unsettled situations.
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Hermetic Wizards are not required to have abilities from all three categories, or
even either set of two. They can if they choose eschew a category of Wizardry. Thus
a Hermetic Wizard might have only Rote abilities, or only Focused abilities, or
only Innate abilities, or any combination thereof. However, a Wizard that builds
their skills in all three areas is likely a better balanced and more effective Wizard
than one who has opted to specialize.
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RESTRICTIONS
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In a Here There Be Monsters campaign, Hermetic Wizards have the following restrictions:
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- Rote Variable Power Pools cannot have more Pool or Active Points than the Hermetic
Wizards (INT + EGO + PRE).
- The total Real Cost of Innate abilities cannot exceed the Hermetic Wizard's ((Base
Points + Max Complications + Experience Points) / 5).
- The total Real Cost of Focused abilities cannot exceed the Hermetic Wizard's (INT
+ EGO + PRE).
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KS: Hermetic Lore
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Hermetic Wizards must have a Knowledge Skill called Hermetic Lore. In addition to
providing information regarding Hermetic traditions, capabilities, and notable history
(which even non-Hermetic Wizards can take the skill for) it is also used to create
focuses, to improve an existing focus, to change abilities in a Rote VPP, or when
a Requires Skill Roll Limitation is taken on a spell in a Rote VPP. This is a Knowledge
Skill, thus standard pricing options apply, the Scholar enhancer reduces it's cost,
and so forth.
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3/1
2/1
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KS: Hermetic Lore: This skill provides information regarding Hermetic traditions, capabilities, and
notable history.
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KS: Mystic Lore
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Wizards are not required to have Mystic Lore, and they do not need it for their
magic, but it is common for knowledgeable Wizards to have the skill for general
knowledge purposes.
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3/1
2/1
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KS: Mystical Lore: This skill provides very broad information regarding Magic
in general. It is not as precise as a more specific skill such as KS: Hermetic Lore
or KS: Alchemy, but it grants a high level picture of Mystical concerns.
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KS: Supernatural World
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Wizards are not required to have KS: Supernatural World, and they do not need it
for their magic, but it is common for knowledgeable Wizards to have the skill for
general knowledge purposes.
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3/1
2/1
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KS: Supernatural World: This skill indicates a general awareness of the Supernatural
World and the monsters, magickers, and misanthropes that comprise it.
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Rote Abilities
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Hermetic Wizards have the ability to cast spells in a Rote or ritualized fashion,
typically requiring extra time, meditation, and so forth (though faster effects are
possible they are usually very taxing or unreliable). Rote casting requires the following
Variable Power Pool; the Hermetic Wizardry Lore Skill is used to change powers in
the VPP.
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Rote VPP
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A Hermetic Wizard taking their time and doing their research can almost always find
a Rote effect to help them in their endeavors. However heightened circumstances
such as combat are another matter entirely, and most Wizards make a habit of preparing
one or more useful offensive or defensive Rote effects prior to venturing into harms
way.
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Sample Hermetic Wizard character write ups generally depict one or more combat-releavant
Rotes in Rote VPP's for convenience sake. However the GM should realize that a Wizard
can use almost any sort of Rote, and should pay close attention to the introduction
of new effects.
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Rote VPP (5e)
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Hermetic Wizard Rote Magic: Variable Power Pool (Magic), 10 Pool; Hermetic Lore
Skill used to change Spells; Limited Class Of Powers Available: Hermetic Wizardry
Rote Magic (-1/2), Variable Limitations (requires -1 worth of Limitations; Extra
Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END
Cost, Side Effects, Gestures, Requires a Roll; -1/2), Requires Access To Spell Books
And Time To Change Powers (-1/2); Real Cost: 12 Character Points per 10 Pool
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Rote VPP (6e)
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Hermetic Wizard Rote Magic: Variable Power Pool (Magic), 10 base + 10 control cost;
Hermetic Lore Skill used to change Spells, (15 Active Points); Limited Class Of
Powers Available: Hermetic Wizardry Rote Magic (-1/2); Variable Limitations (requires
-1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity,
Incantations, Increased END Cost, Side Effects, Gestures, Requires a Roll; -1/2),
Requires Access To Spell Books And Time To Change Powers (-1/2); Real Cost: 12 Character
Points per 10 Pool / 10 Active Points
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Mastered Rotes
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Ars Mysterium is an older but compatible Hermetic Art, and if they choose to Wizards
can "master" a Rote by buying it (or a close equivalent) as a
Mysterian Spell skill, and this can be a compelling option for combat effects.
Howevever, most Wizardly Orders instead favor using focuses such as Wands or Staves
for combat magic, and many look down upon the more raw practices of Mysterium.
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Innate Abilities
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Hermetic Wizards often have or eventually develop subtle abilities stemming from
their intimate contact with magical forces. A couple of very common Innate abilities
are provided below, but generally speaking any ability a GM would allow a Hermetic
Wizard to purchase as a Focused ability can be made an Innate ability simply by
eschewing or buying off the Focus Limitation.
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Innate Ability: Supernatural Awareness
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Many Hermetic Wizards take the Supernatural Awareness Talent or an equivalent ability
built up directly using the Detect Power with different modifiers and adders.
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Innate Ability: Longevity
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Some Hermetic Wizards take the Life Support (Longevity) ability to represent extended
life spans. GM permission is required.
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Focused Abilities
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Hermetic Wizards can buy some of their abilities with the Focus Limitation applied.
Such Foci can be either Inaccessible or Accessible but must be Personal (Universal
is not allowed). A Hermetic Wizard's items are simply personal devices only usable
by their creator; to other people - even other Wizards - they are just mundane items.
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As Rote magic is generally not practical in a life or death situation, and Innate
abilities tend to be more subtle, Hermetic Magi rely heavily on items that they
have enchanted over time with relatively static but potentially quite powerful effects
when in heightened circumstance.
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Any mundane item can be enchanted over time to serve a Hermetic Wizard's purposes.
Traditional Hermetic Wizards favor classical items such as Staves, Wands, Rods,
Rings, and so forth, but younger or more practical Wizards prefer to use items that
blend in better in modern society.
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Some Hermetic Wizards favor a single item to serve as their Focus for all such effects,
but many prefer to use several Foci. There are pros and cons involved with either
approach; with all the Hermetic Wizard's abilities locked into one item they are
more vulnerable to being deprived of it, but with their abilities spread across
multiple items they are left with the inconvenience of switching between them in
circumstances where each second might count.
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Hermetic Wizards can use Powers Frameworks as Focused abilities with only one caveat;
the entire Framework must also take the Focus Limitation and the Framework and all
Powers in it must be represented by a single focus (not as a Gadget Pool or collection
of foci).
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EXAMPLE: Joseph Blanc
has two Wands and a Rod. Both Wands are the Foci for separate Multipowers (MP),
and the Rod is the Focus for a limited VPP. The two MP's and VPP's involved must
all be taken as separate frameworks, not one large one with a complex Foci arrangement.
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Focused Item Design Restrictions
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There are a number of restrictions which apply to a Hermetic Wizard's Focused abilities,
as follows.
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- All Powers must take the Focus Limitation
- All Hermetic Wizardry Foci are Personal Foci
- All Hermetic Wizardry Foci may be considered "Durable" Foci unless the GM rules
otherwise
- No Power can take the Independent Limitation
- No Power can take Non-Recoverable Charges
- No Power can take the No Conscious Control Limitation, typically
- A Power can Require a Skill Roll to be activated but must use the Hermetic Lore
Skill
- Any other Limitation is allowable in principle, though the GM exercises final veto
- Yield and Stop Sign abilities always require GM approval
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Hermetic Wizard Foci
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As Hermetic Wizards must pay the Real Cost of all of their Focused abilities, the
process of creating focused items is fairly straightforward and mostly just involves
an investment of in-game time to accomplish. The following guidelines dictate the
means of creating, replacing and improving Hermetic Wizardry items (foci), which
is henceforth referred to as "enchanting" an item for convenience.
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Enchanted items generally are considered Durable unless a player deliberately takes
the Fragile modifier for an item. Aside from those caveats, all the other options
available for Foci can be used to define a particular Hermetic Wizardry item.
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By default there is nothing particularly special or notable about the base items
used by Hermetic Wizards to create their items with; a Hermetic Wizard could pick
up a mundane item and over time infuse it until it is usable as a conduit for their
magic.
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Though foci can actually be practically any item, players are encouraged to be creative
(but not abusive). A GM might opt to grant a circumstance bonus of +1 to +3 to the
Hermetic Lore skill roll required to enchant a Hermetic focus if the item used is
particularly relevant or thematic to the nature of the abilities it is being used
to focus; for instance a Hermetic Wizard enchanting an old watch as a Focus for
time affecting abilities might gain such a bonus.
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To enchant a Hermetic Wizardry item, a player or GM designs all of the effects that
are going to be in the item. In game the Hermetic Wizard must spend one hour "enchanting"
the item per Active Points in the focus (including all Powers and Frameworks; see
below for guidelines on calculating the Active Points for Frameworks).
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If upgrading an existing focus with new abilities, only the Active Points of the
new abilities are considered.
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The process of enchanting an item can be broken up across as many days as it takes
and does not need to be consecutive.
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To determine how many Active Points are in a Framework for purposes of creating
a Hermetic Wizardry item, use the following guidelines:
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- Multipower (MP): Consider a MP as a single Power construct with Active Points
equal to the Reserve, +10 Active Point for every slot in the Multipower.
- Elemental Control (EC, 5e): Consider an EC as a single Power construct with
Active Points equal to the largest Power in the EC, +5 Active Points for each additional
Power in the EC.
- Variable Power Pool (VPP): Consider it a single Power construct with Active
Points equal to the Pool plus the Control Cost.
- Unified Power (6e): Add the Active Points of all the Powers together to derive
a subtotal, and then apply the -1/2 Unified Power Limitation to it to derive an
equivalent Active Point total. Thus three Unified Powers with a total of 90 Active
Points would be considered to be a single Power construct with 60 Active Points.
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After all enchanting has been completed, the Hermetic Wizard makes a single Hermetic
Lore skill roll. There are no penalties to this skill roll by default, but the GM
can apply any they think appropriate to represent any difficulty they think applicable.
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If the skill roll is successful the Hermetic Wizard pays the Real Cost of their
new item (aka focus), or new abilities in an existing focus, and the various Powers
involved are added to their character sheet; or in the case of a creating a replacement
item they regain use of the abilities that require that focus. If the skill roll
is failed the Hermetic Wizard must start over again from the beginning if they wish
to try again; character points are not spent on new abilities in the case of failure.
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Bonuses are applicable to the Hermetic Lore skill roll as follows.
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A Hermetic Wizard that is replacing an item that they previously had that was lost,
stolen, destroyed, etc benefits from a +2 bonus to their Hermetic Lore skill roll.
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A Hermetic Wizard can take extra time enchanting an item; for each cumulative doubling
of time taken they gain a cumulative +1 bonus.
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Example: Joseph Blanc is enchanting an item with a total of 20 Active Points.
Normally he would have to spend 20 hours enchanting the item, but if he took 40
hours to do it he would gain a +1 bonus to his eventual Hermetic Lore skill roll.
If he took 80 hours to enchant the item he would gain a +2 bonus, and so on.
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A Hermetic Wizard can also take less time enchanting an item; for each cumulative
halving of time taken they incur a cumulative -1 penalty.
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Example: Joseph Blanc is enchanting an item with a total of 20 Active Points.
Normally he would have to spend 20 hours enchanting the item, but if he took 10
hours to do it he would incur a -1 penalty to his eventual Hermetic Lore skill roll.
If he took just 5 hours to enchant the item he would incur a -2 penalty, and so
on.
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Hermetic Wizardry Endurance Reserve
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Hermetic Wizards may have a Hermetic Wizardry Endurance Reserve if they wish, though
their Powers may also be bought 0 END if they prefer. However, a limitation is imposed
upon the total number of Character Points a Hermetic Wizard can spend on their Hermetic
Wizardry Endurance Pool as given below. Character Points within the limit can be
spent on either Recovery or Endurance.
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Endurance Reserve 5e
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5e Scaling Capacity Point Cap = (10% of Total Character Points) {round in the character's
favor}
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EXAMPLE: Joseph Blanc has 125 total Character Points; thus he could spend
(125 * .1) = 12.5 Character Points on a Mystic Endurance Reserve. This could be
allocated as any combination of Recovery and Reserve with a total Real Cost of 12.5
or less points.
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Endurance Reserve 6e
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Check out the House Rule on 6e
Endurance Reserves.
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6e Scaling Capacity Point Cap = (Total Character Points / 5) {round in the character's
favor}
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EXAMPLE: Murgatroyd has 125 total Character Points; thus he could spend up to
(125/5) = 25 Character Points on a Mystic Endurance Reserve. This could be allocated
as any combination of Recovery and Reserve with a total Real Cost of 25 or less
points.
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Distinctive Features: Magi
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A Hermetic Wizard should take the following Distinctive Feature Complication. Other
Supernaturals can detect the Wizard from a fair distance, regardless of intervening
mundane structures, whenever they are using any of their non-Invisible abilities.
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Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special
Abilities; Not Distinctive In Some Cultures)
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